Main.cpp 9.0 KB

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  1. #include <stdio.h>
  2. #include <iostream>
  3. #include <fstream>
  4. #include "anki/input/Input.h"
  5. #include "anki/scene/Camera.h"
  6. #include "anki/math/Math.h"
  7. #include "anki/renderer/Renderer.h"
  8. #include "anki/ui/UiPainter.h"
  9. #include "anki/core/App.h"
  10. #include "anki/resource/Mesh.h"
  11. #include "anki/scene/Light.h"
  12. #include "anki/resource/Material.h"
  13. #include "anki/scene/Scene.h"
  14. #include "anki/resource/SkelAnim.h"
  15. #include "anki/resource/LightRsrc.h"
  16. #include "anki/misc/Parser.h"
  17. #include "anki/scene/ParticleEmitterNode.h"
  18. #include "anki/physics/Character.h"
  19. #include "anki/renderer/Renderer.h"
  20. #include "anki/renderer/MainRenderer.h"
  21. #include "anki/physics/Character.h"
  22. #include "anki/physics/RigidBody.h"
  23. #include "anki/script/ScriptManager.h"
  24. #include "anki/core/StdinListener.h"
  25. #include "anki/scene/ModelNode.h"
  26. #include "anki/resource/Model.h"
  27. #include "anki/core/Logger.h"
  28. #include "anki/util/Filesystem.h"
  29. #include "anki/util/HighRezTimer.h"
  30. #include "anki/scene/SkinNode.h"
  31. #include "anki/resource/Skin.h"
  32. #include "anki/ui/UiFtFontLoader.h"
  33. #include "anki/ui/UiFont.h"
  34. #include "anki/event/EventManager.h"
  35. #include "anki/event/SceneColorEvent.h"
  36. #include "anki/event/MainRendererPpsHdrEvent.h"
  37. #include "anki/resource/ShaderProgramPrePreprocessor.h"
  38. #include "anki/resource/Material.h"
  39. #include "anki/core/ParallelManager.h"
  40. using namespace anki;
  41. UiPainter* painter;
  42. ModelNode* horse;
  43. PerspectiveCamera* cam;
  44. //==============================================================================
  45. void init()
  46. {
  47. ANKI_LOGI("Other init...");
  48. Scene& scene = SceneSingleton::get();
  49. painter = new UiPainter(Vec2(AppSingleton::get().getWindowWidth(),
  50. AppSingleton::get().getWindowHeight()));
  51. painter->setFont("engine-rsrc/ModernAntiqua.ttf", 25, 25);
  52. // camera
  53. cam = new PerspectiveCamera("main-camera", &scene,
  54. Movable::MF_NONE, nullptr);
  55. const float ang = 70.0;
  56. cam->setAll(
  57. MainRendererSingleton::get().getAspectRatio() * Math::toRad(ang),
  58. Math::toRad(ang), 0.5, 200.0);
  59. cam->setLocalTransform(Transform(Vec3(0.0, 3.0, 8.0), Mat3::getIdentity(),
  60. 1.0));
  61. scene.setActiveCamera(cam);
  62. // XXX
  63. PerspectiveCamera* ccam = new PerspectiveCamera("ccam",
  64. &scene, Movable::MF_NONE, nullptr);
  65. ccam->setAll(
  66. MainRendererSingleton::get().getAspectRatio() * Math::toRad(ang),
  67. Math::toRad(ang), 0.5, 20.0);
  68. // lights
  69. SpotLight* spot = new SpotLight("spot0", &scene, Movable::MF_NONE, nullptr);
  70. spot->setFov(Math::toRad(45.0));
  71. spot->setLocalTransform(Transform(Vec3(1.3, 4.3, 3.0),
  72. Mat3(Euler(Math::toRad(-20), Math::toRad(20), 0.0)), 1.0));
  73. spot->setColor(Vec4(4.0));
  74. spot->setSpecularColor(Vec4(1.0));
  75. spot->loadTexture("gfx/lights/flashlight.tga");
  76. spot->setDistance(20.0);
  77. spot->setShadowEnabled(true);
  78. // horse
  79. horse = new ModelNode("meshes/horse/horse.mdl", "horse", &scene,
  80. Movable::MF_NONE, nullptr);
  81. horse->setLocalTransform(Transform(Vec3(-2, 0, 0), Mat3::getIdentity(),
  82. 1.0));
  83. }
  84. //==============================================================================
  85. void mainLoopExtra()
  86. {
  87. InputSingleton::get().handleEvents();
  88. float dist = 0.2;
  89. float ang = Math::toRad(3.0);
  90. float scale = 0.01;
  91. // move the camera
  92. static Movable* mover = SceneSingleton::get().getActiveCamera().getMovable();
  93. Input& in = InputSingleton::get();
  94. if(in.getKey(SDL_SCANCODE_1))
  95. {
  96. mover = &SceneSingleton::get().getActiveCamera();
  97. }
  98. if(in.getKey(SDL_SCANCODE_2))
  99. {
  100. mover = SceneSingleton::get().findSceneNode("ccam")->getMovable();
  101. }
  102. if(in.getKey(SDL_SCANCODE_UP)) mover->rotateLocalX(ang);
  103. if(in.getKey(SDL_SCANCODE_DOWN)) mover->rotateLocalX(-ang);
  104. if(in.getKey(SDL_SCANCODE_LEFT)) mover->rotateLocalY(ang);
  105. if(in.getKey(SDL_SCANCODE_RIGHT)) mover->rotateLocalY(-ang);
  106. if(in.getKey(SDL_SCANCODE_A)) mover->moveLocalX(-dist);
  107. if(in.getKey(SDL_SCANCODE_D)) mover->moveLocalX(dist);
  108. if(in.getKey(SDL_SCANCODE_LSHIFT)) mover->moveLocalY(dist);
  109. if(in.getKey(SDL_SCANCODE_SPACE)) mover->moveLocalY(-dist);
  110. if(in.getKey(SDL_SCANCODE_W)) mover->moveLocalZ(-dist);
  111. if(in.getKey(SDL_SCANCODE_S)) mover->moveLocalZ(dist);
  112. if(in.getKey(SDL_SCANCODE_Q)) mover->rotateLocalZ(ang);
  113. if(in.getKey(SDL_SCANCODE_E)) mover->rotateLocalZ(-ang);
  114. if(in.getKey(SDL_SCANCODE_PAGEUP)) mover->getLocalTransform().getScale() += scale ;
  115. if(in.getKey(SDL_SCANCODE_PAGEDOWN)) mover->getLocalTransform().getScale() -= scale ;
  116. }
  117. //==============================================================================
  118. void mainLoop()
  119. {
  120. ANKI_LOGI("Entering main loop");
  121. HighRezTimer mainLoopTimer;
  122. mainLoopTimer.start();
  123. HighRezTimer::Scalar prevUpdateTime = HighRezTimer::getCurrentTime();
  124. HighRezTimer::Scalar crntTime = prevUpdateTime;
  125. const char* vert = R"(
  126. in vec3 position;
  127. uniform mat4 mvp;
  128. void main() {
  129. gl_Position = mvp * vec4(position, 1.0);
  130. })";
  131. const char* frag = R"(
  132. out vec3 fColor;
  133. void main()
  134. {
  135. fColor = vec3(0.0, 1.0, 0.0);
  136. })";
  137. const char* trf[] = {nullptr};
  138. ShaderProgram sprog;
  139. sprog.create(vert, nullptr, nullptr, nullptr, frag, trf);
  140. Vec3 maxPos = Vec3(0.5 * 1.0);
  141. Vec3 minPos = Vec3(-0.5 * 1.0);
  142. std::array<Vec3, 8> points = {{
  143. Vec3(maxPos.x(), maxPos.y(), maxPos.z()), // right top front
  144. Vec3(minPos.x(), maxPos.y(), maxPos.z()), // left top front
  145. Vec3(minPos.x(), minPos.y(), maxPos.z()), // left bottom front
  146. Vec3(maxPos.x(), minPos.y(), maxPos.z()), // right bottom front
  147. Vec3(maxPos.x(), maxPos.y(), minPos.z()), // right top back
  148. Vec3(minPos.x(), maxPos.y(), minPos.z()), // left top back
  149. Vec3(minPos.x(), minPos.y(), minPos.z()), // left bottom back
  150. Vec3(maxPos.x(), minPos.y(), minPos.z()) // right bottom back
  151. }};
  152. std::array<uint16_t, 24> indeces = {{0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6,
  153. 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7}};
  154. Vbo posvbo, idsvbo;
  155. posvbo.create(GL_ARRAY_BUFFER, sizeof(points), &points[0], GL_STATIC_DRAW);
  156. idsvbo.create(GL_ELEMENT_ARRAY_BUFFER, sizeof(indeces), &indeces[0], GL_STATIC_DRAW);
  157. Vao vao;
  158. vao.create();
  159. vao.attachArrayBufferVbo(posvbo, 0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
  160. vao.attachElementArrayBufferVbo(idsvbo);
  161. while(1)
  162. {
  163. HighRezTimer timer;
  164. timer.start();
  165. prevUpdateTime = crntTime;
  166. crntTime = HighRezTimer::getCurrentTime();
  167. // Update
  168. //
  169. mainLoopExtra();
  170. SceneSingleton::get().update(prevUpdateTime, crntTime,
  171. MainRendererSingleton::get().getFramesCount());
  172. EventManagerSingleton::get().updateAllEvents(prevUpdateTime, crntTime);
  173. MainRendererSingleton::get().render(SceneSingleton::get());
  174. Fbo::unbindAll();
  175. /*glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  176. glDisable(GL_DEPTH_TEST);*/
  177. sprog.bind();
  178. sprog.findUniformVariableByName("mvp")->set(
  179. cam->getProjectionMatrix() * cam->getViewMatrix());
  180. //horse->model->getModelPatches()[0].getVao(PassLevelKey(0, 0)).bind();
  181. vao.bind();
  182. //int indeces = horse->model->getModelPatches()[0].getIndecesNumber(0);
  183. int indeces = 24;
  184. glDrawElements(GL_LINES,
  185. indeces,
  186. GL_UNSIGNED_SHORT, 0);
  187. if(InputSingleton::get().getKey(SDL_SCANCODE_ESCAPE))
  188. {
  189. break;
  190. }
  191. AppSingleton::get().swapBuffers();
  192. // Sleep
  193. //
  194. #if 0
  195. timer.stop();
  196. if(timer.getElapsedTime() < AppSingleton::get().getTimerTick())
  197. {
  198. SDL_Delay((AppSingleton::get().getTimerTick()
  199. - timer.getElapsedTime()) * 1000.0);
  200. }
  201. #else
  202. if(MainRendererSingleton::get().getFramesCount() == 10000)
  203. {
  204. break;
  205. }
  206. #endif
  207. }
  208. ANKI_LOGI("Exiting main loop (" << mainLoopTimer.getElapsedTime() << " sec)");
  209. }
  210. //==============================================================================
  211. // initSubsystems =
  212. //==============================================================================
  213. void initSubsystems(int argc, char* argv[])
  214. {
  215. // App
  216. AppSingleton::get().init(argc, argv);
  217. // Main renderer
  218. RendererInitializer initializer;
  219. initializer.ms.ez.enabled = true;
  220. initializer.dbg.enabled = true;
  221. initializer.is.sm.bilinearEnabled = true;
  222. initializer.is.sm.enabled = true;
  223. initializer.is.sm.pcfEnabled = true;
  224. initializer.is.sm.resolution = 1024;
  225. initializer.is.sm.level0Distance = 3.0;
  226. initializer.pps.hdr.enabled = true;
  227. initializer.pps.hdr.renderingQuality = 0.25;
  228. initializer.pps.hdr.blurringDist = 1.0;
  229. initializer.pps.hdr.blurringIterationsNum = 2;
  230. initializer.pps.hdr.exposure = 4.0;
  231. initializer.pps.ssao.blurringIterationsNum = 4;
  232. initializer.pps.ssao.enabled = true;
  233. initializer.pps.ssao.renderingQuality = 0.3;
  234. initializer.pps.bl.enabled = true;
  235. initializer.pps.bl.blurringIterationsNum = 2;
  236. initializer.pps.bl.sideBlurFactor = 1.0;
  237. initializer.mainRendererQuality = 1.0;
  238. MainRendererSingleton::get().init(initializer);
  239. // Stdin listener
  240. StdinListenerSingleton::get().start();
  241. // Parallel jobs
  242. ParallelManagerSingleton::get().init(4);
  243. }
  244. //==============================================================================
  245. int main(int argc, char* argv[])
  246. {
  247. int exitCode;
  248. try
  249. {
  250. initSubsystems(argc, argv);
  251. init();
  252. mainLoop();
  253. ANKI_LOGI("Exiting...");
  254. AppSingleton::get().quit(EXIT_SUCCESS);
  255. exitCode = 0;
  256. }
  257. catch(std::exception& e)
  258. {
  259. std::cerr << "Aborting: " << e.what() << std::endl;
  260. exitCode = 1;
  261. }
  262. ANKI_LOGI("Bye!!");
  263. return exitCode;
  264. }